ORIGINAL: HansBolter
Have a question for you. I was concerned about your combining some units in conglomerates, which I presume was done to keep the total unit count manageable.
Yes - two reasons:
1- to make game play simpler and quicker; and
2- different people with different machines had, or did not have, problems getting a clean load of the scenario. Computer capability wasn't the only issue, and restraining the size of the data base seemed to help.
IIRC your scenario notes mentioned that you were unsure of what effect it might have.
I spent considerable time editing all of the conglomerate LST units back to individual ship types but the scenario would not load after doing so. I then spent considerable time editing them all back to the conglomerate units.
Negative effects include -
1- they are more vulnerable (albeit they pack a arsenal of AAA); and
2- they take longer to unload.
Personally I think that the simplification of task force assembly, and the ability to load a larger landing force (along with the reduced keying time, and risk of carpal tunnel syndrome) are enough to overcome the negatives, but some posters have been unhappy with the increased unload times.
My concern and question is will the game engine treat a conglomerate 6 ship LST unit as a single ship for combat purposes?
If one Betty can sink 6 LSTs with one torpedo the Allied fleet will be under considerably more strain in Kamikaze country.
The brief answer is yes.
However, apart from increasing the displacement and carrying capacity, I also increased durability from 5 to 30. having regard to something Alfred said about durability on the forum, that may make them more resilient to damage.
Overall, there are pros and cons. I prefer the multi-ship depiction, but can understand if someone wants to break them down to individual units. The ironic thing is that 30 years ago the dos game had multi-ship units, and "step reduction" by numbers of vessels. It is not something that survived into WITP/AE, but it does make game play faster.